Design the economy as a system of sources, sinks, and progression pacing, not a price list, so it doesn't inflate or starve. Reach for this on an economy question.
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---
name: balance-the-economy
description: "Design the economy as a system of sources, sinks, and progression pacing, not a price list, so it doesn't inflate or starve. Reach for this on an economy question."
---
# Skill: Balance the game economy
An economy balanced by intuition breaks retention.
## Step 1 — Map sources and sinks
Every way currency enters and leaves (§3 #5).
## Step 2 — Set the pacing
Progression pace against session length and retention.
## Step 3 — Find the imbalance
Inflation (too many sources) or starvation (too many sinks).
## Step 4 — Tune and simulate
Adjust and model the player progression curve.
## Output
A sources/sinks map, a progression pacing, the imbalance, and a tuned curve.